**DEFENSE TOTAL**\\ Quickness + Combat Ability + Weapon Defense Modifier + Stress Die **DAMAGE TOTAL**\\ Strength + Weapon Damage Modifier + Attack Advantage **SOAK TOTAL**\\ Stamina + Armor Soak Bonus **ATTACK ADVANTAGE**\\ Attacker’s Attack Total – Defender's Defense Total **RECOVERY TOTAL**\\ Stamina + Medic's Chirurgy or Medicine score+ Magical Aid + Stress Die **NON-COMBAT DAMAGE TOTAL**\\ Damage Bonus + Stress Die **NON-COMBAT SOAK TOTAL**\\ Soak Total + Stress Die **COMBAT SEQUENCE**\\ I. Roll initiative and calculate initiative order. II. Party with highest initiative attacks. a. Attacker rolls and generates an Attack Total. b. Defender rolls and generates a Defense Total. c. Calculate Attack Advantage: Attack Total – Defense Total. d. If Attack Advantage is 0 or less, the attack missed. Move on to step 3. If it is 1 or greater, calculate Damage Total. e. Calculate damage taken by defender. III. Repeat attack sequence (II. a. – e.) for party with next highest initiative. Once all parties have acted once, return to step II. Note that initiative is not re-rolled. **ARMOR** | ^ Partial Armor |^ Full Armor || | ^ Material ^ Protection ^ Load ^ Protection ^ Load ^ Cost ^ | Quilted or fur | 1 | 2 | n/a | n/a | Inexpensive | | Heavy leather | 2 | 3 | n/a | n/a | Inexpensive | | Metal reinforced leather | 2 | 2 | 4 | 4 | Standard | | Leather scale | 3 | 3 | 5 | 5 | Standard | | Metal scale | 4 | 4 | 7 | 7 | Standard | | Chain mail | 6 | 4 | 9 | 6 | Expensive | **WEAPONS** ^ Weapon ^ Ability ^ Init ^ Atk ^ Dfn ^ Dam ^ Str ^ Load ^ Cost ^ | Dodge | Brawl | 0 | n/a | 0 | n/a | n/a | 0 | n/a | | Fist | Brawl | 0 | 0 | 0 | 0 | n/a | 0 | n/a | | Kick | Brawl | –1 | 0 | –1 | +3 | n/a | 0 | n/a | | Gauntlet | Brawl | 0 | 0 | +1 | +2 | –3 | 0 | Inexpensive | | Bludgeon 1 | Brawl | 0 | +2 | 0 | +2 | –2 | 1 | Inexpensive | | Dagger | Brawl | 0 | +2 | 0 | +3 | –3 | 0 | Inexpensive | | Knife | Brawl | 0 | +1 | 0 | +2 | –6 | 0 | Inexpensive | | Axe | Single | +1 | +4 | 0 | +6 | 0 | 1 | Standard | | Club | Single | +1 | +2 | +1 | +3 | –2 | 1 | Inexpensive | | Hatchet | Single | 0 | +3 | 0 | +4 | –2 | 1 | Inexpensive | | Lance | Single | +2 | +4 | 0 | +5 | 0 | 2 | Standard | | Mace 2 | Single | +1 | +3 | 0 | +8 | 0 | 2 | Standard | | Mace and Chain | Single | +2 | +3 | 0 | +7 | 0 | 2 | Standard | | Spear, Short | Single | +2 | +2 | 0 | +5 | –1 | 1 | Inexpensive | | Sword, Short | Single | +1 | +3 | +1 | +5 | –1 | 1 | Standard | | Sword, Long | Single | +2 | +4 | +1 | +6 | 0 | 1 | Expensive | | Shield, Buckler | Single | 0 | 0 | +1 | 0 | –2 | 1 | Standard | | Shield, Round | Single | 0 | 0 | +2 | 0 | –1 | 2 | Inexpensive | | Shield, Heater | Single | 0 | 0 | +3 | 0 | 0 | 2 | Standard | | Cudgel | Great | +1 | +4 | +1 | +7 | +1 | 2 | Inexpensive | | Farm Implement | Great | +1 | +3 | +1 | +5 | 0 | 2 | Inexpensive | | Flail | Great | +1 | +3 | +1 | +8 | 0 | 2 | Inexpensive | | Pole Arm | Great | +3 | +4 | +1 | +8 | 0 | 2 | Standard | | Pole Axe | Great | +1 | +5 | 0 | +11 | +1 | 2 | Standard | | Spear, Long 3 | Great | +3 | +3 | +1 | +7 | 0 | 3 | Inexpensive | | Sword, Great | Great | +2 | +5 | +2 | +9 | +1 | 2 | Expensive | | Staff | Great | +2 | +3 | +3 | +2 | –1 | 2 | Inexpensive | | Warhammer | Great | 0 | +6 | 0 | +12 | +2 | 3 | Standard | 1 Any improvised bashing weapon such as a rock or hand tool\\ 2 Includes spiked clubs, military hammers, and other bashing weapons\\ 3 Includes the lance, if used dismounted.\\ **Ability:** The Weapon Ability needed to use this weapon.\\ **Init:** The modifier to Initiative.\\ **Atk:** The modifier to Attack.\\ **Dfn:** The modifier to Defense.\\ **Dam:** The modifier to Damage.\\ **Str:** The minimum strength score needed to use the weapon. The minimum strength requirements for a weapon and a shield must be met separately.\\ **Load:** The contribution that the weapon makes to Encumbrance (page 178).\\ **Cost:** A general indication of the cost of the weapon. More expensive weapons are better\\